Re: Starfield
Posted: Fri Oct 06, 2023 6:51 pm
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
I afraid it can't be done as I believe I read that M class ship parts doesn't have interior model done.KiLLerBoy_001 wrote: ↑Sun Oct 08, 2023 1:08 amI need a way to be able to always place shipparts, Like it will never show red, with that i could actually fill up the M class habs and have a fully working ship with complete interior..
guess it whould be doable with Cheat engine...
I know they dont have interior, or well some do but it doenst link properly..outsider2k1 wrote: ↑Sun Oct 08, 2023 3:21 amI afraid it can't be done as I believe I read that M class ship parts doesn't have interior model done.KiLLerBoy_001 wrote: ↑Sun Oct 08, 2023 1:08 amI need a way to be able to always place shipparts, Like it will never show red, with that i could actually fill up the M class habs and have a fully working ship with complete interior..
guess it whould be doable with Cheat engine...
Code: Select all
// Game Executable : Starfield.exe
// Author : gir489
// Executable Version: 1.7.36.0
// MD5 Signature : 4005AD9140DDFC1B75687D3C0202F432
// EXE Compile Date : October 04, 2023 11:47 AM
// Script Date : October 09, 2023 01:09 PM
[ENABLE]
aobscanmodule(aob_CheckContrabandStatus,Starfield.exe, B8 01 00 00 00 EB 13 C5 F8 2F 05)
registersymbol(aob_CheckContrabandStatus)
aob_CheckContrabandStatus:
mov eax,-5
aob_CheckContrabandStatus+11:
mov eax,-5
nop 4
[DISABLE]
aob_CheckContrabandStatus:
mov eax,1
aob_CheckContrabandStatus+11:
db 33 C0 C5 F8 2F F0 0F 92 C0
unregistersymbol(aob_CheckContrabandStatus)
{
// ORIGINAL CODE - INJECTION POINT: Starfield.exe+2B39F58
Starfield.exe+2B39F18: 5E - pop rsi
Starfield.exe+2B39F19: 5D - pop rbp
Starfield.exe+2B39F1A: C3 - ret
Starfield.exe+2B39F1B: CC - int 3
Starfield.exe+2B39F1C: 48 89 5C 24 08 - mov [rsp+08],rbx
Starfield.exe+2B39F21: 57 - push rdi
Starfield.exe+2B39F22: 48 83 EC 30 - sub rsp,30
Starfield.exe+2B39F26: 83 64 24 50 00 - and dword ptr [rsp+50],00
Starfield.exe+2B39F2B: 8A DA - mov bl,dl
Starfield.exe+2B39F2D: C5 F8 29 74 24 20 - vmovaps [rsp+20],xmm6
Starfield.exe+2B39F33: 48 8B F9 - mov rdi,rcx
Starfield.exe+2B39F36: E8 85 2D 00 00 - call Starfield.exe+2B3CCC0
Starfield.exe+2B39F3B: 4C 8D 44 24 50 - lea r8,[rsp+50]
Starfield.exe+2B39F40: 8A D3 - mov dl,bl
Starfield.exe+2B39F42: 48 8B CF - mov rcx,rdi
Starfield.exe+2B39F45: C5 F8 28 F0 - vmovaps xmm6,xmm0
Starfield.exe+2B39F49: E8 B6 2D 00 00 - call Starfield.exe+2B3CD04
Starfield.exe+2B39F4E: 83 C8 FF - or eax,-01
Starfield.exe+2B39F51: 83 7C 24 50 00 - cmp dword ptr [rsp+50],00
Starfield.exe+2B39F56: 76 07 - jna Starfield.exe+2B39F5F
// ---------- INJECTING HERE ----------
Starfield.exe+2B39F58: B8 01 00 00 00 - mov eax,00000001
// ---------- DONE INJECTING ----------
Starfield.exe+2B39F5D: EB 13 - jmp Starfield.exe+2B39F72
Starfield.exe+2B39F5F: C5 F8 2F 05 79 F9 3E 01 - vcomiss xmm0,[Starfield.exe+3F298E0]
Starfield.exe+2B39F67: 76 09 - jna Starfield.exe+2B39F72
Starfield.exe+2B39F69: 33 C0 - xor eax,eax
Starfield.exe+2B39F6B: C5 F8 2F F0 - vcomiss xmm6,xmm0
Starfield.exe+2B39F6F: 0F 92 C0 - setb al
Starfield.exe+2B39F72: 48 8B 5C 24 40 - mov rbx,[rsp+40]
Starfield.exe+2B39F77: C5 F8 28 74 24 20 - vmovaps xmm6,[rsp+20]
Starfield.exe+2B39F7D: 48 83 C4 30 - add rsp,30
Starfield.exe+2B39F81: 5F - pop rdi
Starfield.exe+2B39F82: C3 - ret
Starfield.exe+2B39F83: CC - int 3
Starfield.exe+2B39F84: 48 8B C4 - mov rax,rsp
Starfield.exe+2B39F87: 48 89 68 10 - mov [rax+10],rbp
Starfield.exe+2B39F8B: 48 89 70 20 - mov [rax+20],rsi
Starfield.exe+2B39F8F: 57 - push rdi
Starfield.exe+2B39F90: 41 56 - push r14
Starfield.exe+2B39F92: 41 57 - push r15
Starfield.exe+2B39F94: 48 83 EC 40 - sub rsp,40
Starfield.exe+2B39F98: C5 F8 29 70 D8 - vmovaps [rax-28],xmm6
}
KiLLerBoy_001 wrote: ↑Sun Oct 08, 2023 9:45 amI know they dont have interior, or well some do but it doenst link properly..outsider2k1 wrote: ↑Sun Oct 08, 2023 3:21 amI afraid it can't be done as I believe I read that M class ship parts doesn't have interior model done.KiLLerBoy_001 wrote: ↑Sun Oct 08, 2023 1:08 amI need a way to be able to always place shipparts, Like it will never show red, with that i could actually fill up the M class habs and have a fully working ship with complete interior..
guess it whould be doable with Cheat engine...
I'm currently using a full M class with the HAB's but these are mostly empty, what i would love to have is an option to clip parts inside one another, Basilcy the function should always allow placement ( part never goes red ) with thta i can place normal HAD parts inside the empty M class shells and have a working interior through the regular habbs
Just use tgm in console for the exam.
Code: Select all
{ Game : Starfield
Version: all versions
Date : 2023-10-13
Author : igromanru
Longer Names (Ships, Outposts and Items)
Increases the maximum allowed names length to 250 characters
}
[ENABLE]
aobscanmodule(longerNamesScan,$process,48 8B 81 ?? ?? ?? ?? 48 8B 88 ?? ?? ?? ?? 44 89 81)
aobscanmodule(maxNameLenCheck,$process,3B 3D ?? ?? ?? ?? 0F 87 ?? ?? ?? ?? F6 43 ?? 02)
define(longerNames, longerNamesScan + $14)
alloc(newmem,$100,longerNames)
label(longerNamesBackUp)
label(maxNameLenCheckBackUp)
label(return)
newmem:
mov r8d, (int)250
longerNamesBackUp:
readMem(longerNames, 7)
jmp return
maxNameLenCheckBackUp:
readMem(maxNameLenCheck, 6)
longerNames:
jmp newmem
nop 2
return:
maxNameLenCheck:
cmp edi,(int)250
registersymbol(longerNames)
registersymbol(longerNamesBackUp)
registersymbol(maxNameLenCheck)
registersymbol(maxNameLenCheckBackUp)
[DISABLE]
longerNames:
readMem(longerNamesBackUp, 7)
maxNameLenCheck:
readMem(maxNameLenCheckBackUp, 6)
unregistersymbol(longerNames)
unregistersymbol(longerNamesBackUp)
unregistersymbol(maxNameLenCheck)
unregistersymbol(maxNameLenCheckBackUp)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: Starfield.exe+FFD56C
Starfield_.exe+FFD559: CC - int 3
Starfield_.exe+FFD55A: CC - int 3
Starfield_.exe+FFD55B: CC - int 3
Starfield_.exe+FFD55C: CC - int 3
Starfield_.exe+FFD55D: CC - int 3
Starfield_.exe+FFD55E: CC - int 3
Starfield_.exe+FFD55F: CC - int 3
Starfield_.exe+FFD560: 45 85 C0 - test r8d,r8d
Starfield_.exe+FFD563: 78 15 - js Starfield_.exe+FFD57A
Starfield_.exe+FFD565: 48 8B 81 88 00 00 00 - mov rax,[rcx+00000088]
Starfield_.exe+FFD56C: 48 8B 88 E0 00 00 00 - mov rcx,[rax+000000E0]
// ---------- INJECTING HERE ----------
Starfield_.exe+FFD573: 44 89 81 C8 00 00 00 - mov [rcx+000000C8],r8d
// ---------- DONE INJECTING ----------
Starfield_.exe+FFD57A: C3 - ret
Starfield_.exe+FFD57B: CC - int 3
Starfield_.exe+FFD57C: CC - int 3
Starfield_.exe+FFD57D: CC - int 3
Starfield_.exe+FFD57E: CC - int 3
Starfield_.exe+FFD57F: CC - int 3
Starfield_.exe+FFD580: CC - int 3
Starfield_.exe+FFD581: CC - int 3
Starfield_.exe+FFD582: CC - int 3
}
{
// ORIGINAL CODE - INJECTION POINT: Starfield_.exe+200D2DE
Starfield_.exe+200D2BE: EB 05 - jmp Starfield_.exe+200D2C5
Starfield_.exe+200D2C0: 8B 43 08 - mov eax,[rbx+08]
Starfield_.exe+200D2C3: 8B F8 - mov edi,eax
Starfield_.exe+200D2C5: 85 C0 - test eax,eax
Starfield_.exe+200D2C7: 0F 84 1F 01 00 00 - je Starfield_.exe+200D3EC
Starfield_.exe+200D2CD: F6 43 14 02 - test byte ptr [rbx+14],02
Starfield_.exe+200D2D1: 74 0B - je Starfield_.exe+200D2DE
Starfield_.exe+200D2D3: 48 8B 4B 08 - mov rcx,[rbx+08]
Starfield_.exe+200D2D7: E8 18 FD 83 FE - call Starfield_.exe+84CFF4
Starfield_.exe+200D2DC: 8B F8 - mov edi,eax
// ---------- INJECTING HERE ----------
Starfield_.exe+200D2DE: 3B 3D B4 2B 55 03 - cmp edi,[Starfield_.exe+555FE98]
// ---------- DONE INJECTING ----------
Starfield_.exe+200D2E4: 0F 87 02 01 00 00 - ja Starfield_.exe+200D3EC
Starfield_.exe+200D2EA: F6 43 14 02 - test byte ptr [rbx+14],02
Starfield_.exe+200D2EE: 74 0B - je Starfield_.exe+200D2FB
Starfield_.exe+200D2F0: 48 8B 4B 08 - mov rcx,[rbx+08]
Starfield_.exe+200D2F4: E8 2F DF 83 FE - call Starfield_.exe+84B228
Starfield_.exe+200D2F9: EB 04 - jmp Starfield_.exe+200D2FF
Starfield_.exe+200D2FB: 48 8D 43 18 - lea rax,[rbx+18]
Starfield_.exe+200D2FF: 48 8B D0 - mov rdx,rax
Starfield_.exe+200D302: 48 8B 0D BF 3B 8F 03 - mov rcx,[Starfield_.exe+5900EC8]
Starfield_.exe+200D309: E8 DA 3C E7 00 - call Starfield_.exe+2E80FE8
}
What benefit could that possibility have?AlbertHP wrote: ↑Tue Oct 10, 2023 6:25 amWould it be possible to make a cheat that disables the game not allowing you to lift certain havoked objects or carcasses? I'm no expert but it seems to me that the only reason that we can't move certain objects or bodies that does have physics is because the game impose some kind of prohibition on it, not because the in-game physics itself can't be used to affect them. This is the only explanation for why most of the settings related to moving objects that i have found doesn't work on these "forbidden" bodies and objects.
So I was thinking, if somehow whatever it is that prohibits us to move these bodies/objects can be turned off (specifically, whatever causes the warning "Object too heavy to lift") then we can perhaps manipulate these things after all.
Sometimes there are items that are in the way but they are too heavy to move and it's just in the way.cheat engine wrote: ↑Tue Oct 17, 2023 11:44 amWhat benefit could that possibility have?AlbertHP wrote: ↑Tue Oct 10, 2023 6:25 amWould it be possible to make a cheat that disables the game not allowing you to lift certain havoked objects or carcasses? I'm no expert but it seems to me that the only reason that we can't move certain objects or bodies that does have physics is because the game impose some kind of prohibition on it, not because the in-game physics itself can't be used to affect them. This is the only explanation for why most of the settings related to moving objects that i have found doesn't work on these "forbidden" bodies and objects.
So I was thinking, if somehow whatever it is that prohibits us to move these bodies/objects can be turned off (specifically, whatever causes the warning "Object too heavy to lift") then we can perhaps manipulate these things after all.